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Mending

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can’t restore magic to such an object.

Cleric Transmutation Cantrip

Steel Wind Strike

  • casting time Action
  • range 30 ft

  • components S, M
  • duration Instantaneous

A Melee weapon worth 1+ SP

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.

You then teleport to an unoccupied space you can see within 5 feet of one of the targets.

Cleric - War Domain 5th Level Conjuration

War God's Blessing

  • casting time
  • range

  • components
  • duration

You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn't require Concentration. Instead the spell lasts for 1 minute, but it ends early if you cast that spell again, have the Incapacitated condition, or die.

Cleric War Domain

Guided Strike

  • casting time
  • range

  • components
  • duration

When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature's attack roll, you must take a Reaction to do so.

Cleric War Domain

Magic Weapon

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.

Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Cleric - War Domain 2nd Level Transmutation

War Priest

  • casting time
  • range

  • components
  • duration

As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.

Cleric War Domain

Avatar of Battle

  • casting time
  • range

  • components
  • duration

You gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Cleric War Domain

Crusader's Mantle

  • casting time Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.

Cleric - War Domain 3rd Level Evocation

Fire Shield

  • casting time Action
  • range Self

  • components V, S, M
  • duration 10 minutes

A bit of phosphorus or a firefly

Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.

Cleric - War Domain 4th Level Evocation

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Hold Monster

  • casting time Action
  • range 90 ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

A straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Cleric - War Domain 5th Level Enchantment

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